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Network Analysis of Counter-strike and Starcraft
Mark Claypool, David LaPoint, Josh Winslow
Worcester Polytechnic InstituteWorcester, MA, USA
http://www.cs.wpi.edu/~claypool/
Why Study Games?
• Rapidly growing in popularity [9]– 18 million on-line gamers, 1.6 billion dollar industry– Growing fraction of network traffic– Game consoles (Xbox, PS2, GameCube) online
• Previous studies measured Web or Multimedia traffic– Games are different low latency, small packets,
bursty traffic
• Possible benefits– Design networks to better accommodate network
game traffic “turbulence”– Provide data for more realistic network simulations
Network analysis of Counter-strike and Starcraft
Why Study Counter-strike? (1 of 2)
Neverwinter Nights
America's Army: Operations
Soldier of Fortune 2: Double Helix
Unreal Tournament 2003
Return to Castle Wolfenstein
Unreal Tournament
Battlefield 1942
Quake III Arena
MedalOfHonor: Allied Assault
Half-Life
0 20000 40000 60000 80000 100000
Serverspy FPS rankings (10/31/2002)
# of players
• Gaming traffic dominated by first-person shooter (FPS) genre [9]
(Feng et al, IMW 2002)
Why Study Counter-strike? (2 of 2)
Action Half-Life
Front Line Force
Vampire Slayer
SvenCo-op
Firearms
The Specialists
Deathmatch
Team Fortress Classic
Day of Defeat
Counter-Strike
0 10000 20000 30000 40000 50000 60000 70000 80000
Serverspy HL mod rankings (10/31/2002)
# of players
Why Study Starcraft?
•Real-Time Strategy (RTS) popular genre alternative to FPS
•Starcraft – Best-selling game in 1998– Dozens of awards– Entrenched user base, especially in Korea– About 15% of Battle.net games are
Starcraft
Outline
•Introduction (done)
•Experimental Setup next
•Analysis– Game Architectures– Bandwidth Use– Packet Sizes and Arrival
•Conclusions
Experimental Setup
• Game client (and server)– PIII 800 MHz– nVidea geForce 2 3d w/64 Mbytes memory– 512 Mbytes RAM – 10 Mbps NIC
• Sniffer PC ran Commview
• Runs: Starcraft 2-8 players, Counter-strike 3-10 players
Internet
Game Client
Hub
Game Server
Sniffer
Campu
s
Game Architectures
•Counter-strike (CS)– Client-server– Clients send data only to server– Server maintains game state– Server sends all user actions to every
other user
•Starcraft (SC)– Peer-to-peer– Clients periodically send user actions to
every other user
SC Bandwidth Sent and Game Size
Averages: 650 bytes/sStddev: 30%
+1500/12% per pairEven bandwidth per user
CS Bandwidth Sent by ClientAverage: 2690 bytes/s
Stddev: 110%Bandwidth differs per client
(Map change)
Bandwidth Analysis Summary
•Starcraft more consistent than Counter-strike– Starcraft clients sends similar – Counter-strike clients sends vary
•Largest games still possible over a modem– Starcraft can have up to 8– Counter-strike can have up to 32– Counter-strike server may have network
bottleneck
Packet Analysis Summary
•Counter-strike and Starcraft have significantly smaller packets than typical (400 bytes [9])
•Counter-strike sends bursts of small packets, while Starcraft steadier
•Number of players does not affect packet sizes for Starcraft or Counter-strike clients
•Server packet sizes and rates very considerably depending upon the action and number of players
Conclusions
•Network games different than typical Internet applications– Very interactive– Small, bursts of UDP packets
•Starcraft (RTS)– Steadier data rate scales linearly with users– Small packet sizes
•Counter-strike (FPS)– Burstier data rate depending upon action– Packet sizes for server depend upon action
Future Work
•Incorporate into simulator for network impact studies (NS-2)– Simulate “rounds” in Counter-strike
•Other RTS and FPS games– Warcraft III (RTS)– America’s Army (FPS)
•Other genres and games– The Sims Online
•Data traces available at:http://perform.wpi.edu/downloads/